224,239 Commits over 3,684 Days - 2.54cph!

51 Days Ago
Have SkinViewer prefabs always use fresh instances, not preprocessed or pooled ones. Fixes some skins being invisible after warmup has run, due to the bone hierarchy being stripped on the pooled, warmed-up version that's loaded by default
51 Days Ago
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51 Days Ago
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51 Days Ago
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51 Days Ago
Create grid debug shape for heightfield, faster but could be faster Don't build steam audio static mesh for heightfields, too slow currently (do we care?) Update terrain collider when terrain is dirty
51 Days Ago
Merge vendor fixes 5
51 Days Ago
Rebuilt phrases Slightly moved some alignment to look right with new text
51 Days Ago
Merge vendor ui fixes 5
51 Days Ago
Leaderboard backup, run #10171
51 Days Ago
Conditional bar is no longer shown for listings with full hp Rewrote conditional checks to take advantage of normalised values
51 Days Ago
Leaderboard backup, run #10170
51 Days Ago
51 Days Ago
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51 Days Ago
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51 Days Ago
Refactor ActionGraphDebugger First pass at listening for ActionGraph scene refs WIP show scene refs in scene view https://files.facepunch.com/ziks/2024-03-08/sbox-dev_HZ7Fs0R2x1.mp4
51 Days Ago
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51 Days Ago
51 Days Ago
func_tanklaser sound fix PropSelect:AddModel throws error on invalid input Added more portal entities to the spawn menu Updated effects library Fixed effects changing their entity table if accessed too soon. Added the "trace" debug console command Added NPCData.SnapToNormal Make npc_security_camera duplicatable
51 Days Ago
merge from main
51 Days Ago
Fixed npc_security_camera not duplicating
51 Days Ago
Fixed npc_security_camera not duplicating
51 Days Ago
Fixed npc_security_camera not duplicating
51 Days Ago
merge from binoculars_nre_fix
51 Days Ago
▍▅▊▌ ▊▇▊▉██▅█ ▍▊▉▌█▄
51 Days Ago
CollisionActionComponent, TriggerActionComponent implement IActionComponent
51 Days Ago
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51 Days Ago
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51 Days Ago
Fixed queued renderer leaking render target refcounts Restore the debug print regarding CSoundPatch crash Gravity gun inflictor is the gravity gun, not the player Prevent mega grav gun makin all NPC weapons dissolve, even when not killed by it
52 Days Ago
Update patrol heli map tooltip name + other slight changes for consistency
52 Days Ago
Fix asset references trying to resolve before those references were added to the assetsystem, which would cause failed uploads No amount of reverting was fixing this, so I think this has existed for a long time... Fixes sbox-issues/issues/4914 sbox-issues/issues/5013
52 Days Ago
Added global.debuglanguage convar to debug localization
52 Days Ago
slicked_back_balding lods
52 Days Ago
Leotard Model + Hair Adjustments
52 Days Ago
blunder buster blockout
52 Days Ago
player update. snowball and birthday cake entites edited so the player holds them correctly
52 Days Ago
▆▍▍█▊▊ ▊▄▄▇ ▄▌▇▍▌ ▍▋▅▆▍▊▊ ▌▅▇██▄ ▊█ ▌▊▍▍▋'▇ ▉▊█ █▊▊▇▌▋
52 Days Ago
normalise condition fill amount
52 Days Ago
Changed vendor listings to display 'selling' rather than available Gave text more room before wrapping to support translations
52 Days Ago
player update. added deploy for candy cane and quick attack to 3p melee anim set
52 Days Ago
player update. edited entities for candy cane, concrete pickaxe/hatchet, lumber jack axe/pick axe, pipewrench, sickle and diver hatchet so they hold and holster correctly. Also made holdtype override controllers for pipewrench and candy cane sto play their unique deploy anims.
52 Days Ago
All client entity binoculars now share the same reference to the rangefinder This prevents NRE from firing Added an additional null check just in case
52 Days Ago
Fixed game dll not being able to access clothing icons Process deletes in a couple more opportune places When a bone merged model is added, merge it immediately to avoid 1 frame bind poses when components are added after animations are calculated Update avatar scene
52 Days Ago
MeshEditor: More robust u and v axis face calculation, only set texture axis if the face can calculate a valid normal
52 Days Ago
Fix build
52 Days Ago
Add unrecognised reference paths to asset inspector Remove legacy path from CMapAssetType::CalculateDependencies
52 Days Ago
Move light culling renderer to scenesystem and remove GetPtrValue hacks from it, we'll call it from lightbinner to pass results from light culling, layers still exist on renderingpipeline for ordering
52 Days Ago
Updated Mushroom World Model to have decreased size Imported Mushroom World Model Colliders Switch Mushroom World Model Colliders from Box to Mesh